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Topics - abcd_z

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I was inspired by the Pyrologist character class for OD&D (starts on page 3, though not all of it is readable) and did some number-crunching.  It's surprisingly easy to backport character classes from 3.5 to OD&D.  BAB/1.5 becomes the to-hit bonus, roll the hit dice down by one level to a minimum of d4, and only keep special abilities if they're thematic enough and the character gains them at first level.  So Cleave, Turn Undead, and Backstab/Sneak Attack for the Fighter, Cleric, and Thief/Rogue, respectively.

In the end I decided to convert 3 additional classes, which I may or may not let my players use: the Dread Necromancer, the Beguiler, and the Warlord.  I like the spell selection, though all three are spontaneous casters and I'm not sure if I'll keep that element or make them traditional spellcasters.  If I do let the players take those classes, it will only be after they've encountered an NPC of that class.  Much more fun to hit them with an Orb of Acid when they have no idea something like that is possible.  ;)

At the very least, it'll be a good source of new spells for any spellcasters in the party (assuming they can get their hands on the spellbook).

I'm also thinking of creating a sort of hedge mage who can only cast spells from a specific domain, one spell from each level.  "Watch out for those holly berries!  They explode!"  "Riiiight..."  *BOOM!*

I'm trying to convert D&D to Fudge and I have everything but the spell categories figured out.  Instead of memorizing spells a wizard would just roll their skill against the spell difficulty to see if the spell succeeds.  I want these skills to be roughly balanced against each other, so that no one skill list is obviously more useful than another. I want each skill to be roughly as useful as a melee combat skill or a broad thievery skill (so obviously I can't just put every spell under the same skill).  I don't want a player to have to look anything up.  If a player said, "I specialize in fire spells", that's pretty straightforward.  Their character could probably cast spells like fireball and burning hands, and they wouldn't have to look up any actual spells.  On the other hand, if they said, "I'm an abjuration specialist," I'd probably have to check a list of spells to see what they could actually do with that, which is not what I'm looking for.

Any suggestions?  I've found a few ideas online, but nothing that seems like it would work as a drop-in replacement for a wizard in a dungeon crawl.

Pen and Paper Roleplaying Games (RPGs) Discussion / Troll Thread
« on: January 04, 2017, 09:19:15 PM »
Um, hi.  I was accused of being a troll in the first thread I made here, and I thought, "well, if you're going to do a thing, do it right."  So here's my attempt.

You have several personal qualities that aren't as good as you think they are.  Additionally, the games that you like are stupid and vastly inferior to the games I like, for incredibly arbitrary reasons.  I shall now proceed to disagree with you over the definition of a term you used WITHOUT ever stopping to define what I mean by the term or what you mean by the term, leading to endless debates.  Also, your personal hygiene leaves something to be desired.  I shall now use a derogatory term to accuse you of being part of a social group that I perceive to have low value.

So... how'd I do?

You have been drawn into a bizarre alternate universe where everything is mostly the same, except RPGs don't really exist. Neither do the books that inspired Gygax and Arneson.  Everything in Appendix A no longer exists. No Lord of the Rings books, no Conan the Barbarian stories, and nothing that drew from the landscape that sprung up around D&D.

It's your job to cobble together a new proto-D&D to jump-start the RPG movement, but you have to base it on books that have actually been printed. Except for the lack of RPGs and RPG-derived stories, everything else is the same.

What stories do you use as inspiration? What kind of character classes do you end up with?

So. Apparently I'm a murderhobo (my words) that runs from plot hooks (her words).

For the record, this was her first time running an RPG. Neither of us had a strong preference for what sort of setting we wanted, so we decided to leave the world and the character sheet empty and fill in the details as necessary.

She suggests that I might need to put points into video game skill, then places my character in the Dune setting and flat-out tells me that my character's goal is to, and I quote, "ride the worm".

She meant the Shai-hulud, but I have a dirty mind and was not okay with riding a gigantic phallic creature. Also, she made it fairly obvious that she was trying to pull a twist ("you were in a VR world all along!"), but she did this by trying to withhold knowledge that my character would have known. I pushed back and finally got her to admit that this was a VR game, but that my character still felt a strong urge to "ride the worm".

Even after I made a boatload of double-entendres about this she still didn't understand why I might not want to do this. My character shuts down the VR game. Okay, I'm in an arcade, with a cute girl who wanted to see me ride the worm. Apparently my character wanted to impress her (GM's words, not mine). I make several more double-entendres about the female NPC being a yaoi fangirl, then left.

Then I contact an NPC friend of mine, who I made up on the spot. He meets me at a local pizza place and tells me "we need to talk".

I'm seeing red flags here. See, my character was supposed to be friends with the NPC for a long time, but from my out-of-character perspective this was my first interaction with the guy and I didn't trust him at all. For all I knew, the GM was planning some sort of plot twist that would screw me over. In fact, I was tempted to just throw down a stun-grenade and get the hell out of there. I didn't, but it was a close one.

Anyhow, he tells me that he's part of a secret organization. I make fun of him and tell him he's spent too much time playing VR sims (again, mostly because I, the player, didn't trust him, the NPC). He puts his hand on my shoulder and we get into a completely freeform fight where he doesn't take any visible damage from my attack and avoids my stun grenade before spraying me with something that makes me woozy and disoriented. I didn't even get a saving throw against it, but the GM later admitted she should have rolled for it and messed that up. I decide to head home and she spends a lot of time focusing on how I get home, how other people are reacting to me as I appear to be drunk, etc. She's asking me to make a lot of decisions about non-urgent things, which I don't handle well in the context of RPGs. I'm not having fun, so we end the session there.

A few hours later, after going over the Dungeon-World inspired combat rules again, she starts by making an hobo NPC with several Moves, including "swindle money". We run a mock encounter that starts with him approaching me for spare change. I immediately get as far away from him as possible.

She decides to have him show up again in the direction that I run, and I think, "if nothing else, this is turning into a decent horror RPG." Several iterations of the same hobo appear. I jump up and over the one blocking me, kneeing him in the face in the process, and make it to the main road. It should be busy, but the street appears deserted. I close my eyes and run around, trying to bump into somebody (I suspect they're still there, just hidden from my sight). This is exactly what happens, and when I open my eyes again everything is normal.

Then she spends 5-10 minutes asking me what I do, where I go, etc. etc. in tedious detail. I was coming back from picking up some last-minute supplies from a local drug store. I'm getting ready to move away from the town. I walk home. My luggage is packed. I'm going to take the bus to the plane station. Now I'm on the bus, and the hobo appears in the seat next to me, saying, "you won't get away so easily." I, the player, want to punch the hobo NPC in the face, but I don't interrupt the GM and suddenly I'm back in town.

I had been asked to make a lot of non-urgent decisions, which, again, I don't handle well in RPGs (it drains me), so we stopped there.

Three potential plot hooks. I ran away from the first one, attacked and then ran away from the second one, and ran away from the third one. I tried to correct her GMing after the game but she really didn't enjoy that, so now I'm just wondering what I can do to keep this from happening again.

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